fragDepthDoesNotDisableEarlyZ

fragDepthDoesNotDisableEarlyZ: undefined | "true"

If true, the graphics driver inappropriately applies the "early Z" optimization when a fragment shader writes to the depth buffer. Early Z elides execution of the fragment shader if the depth test fails; but if the fragment shader contains code that can alter the depth, it must be executed. The primary symptom of this bug is transparent geometry appearing to be behind opaque geometry despite actually being in front of it.

Affects Intel HD/UHD Graphics 620/630.

The workaround for this bug has minimal impact on performance and no impact on visual fidelity.

Defined in

Last Updated: 16 April, 2024